Critical Spell Chart

01-05 Wild magic. Spell acts as magic missile dealing with a number of missiles equal to caster level
06-30 Spell is maximized. Spell save DC is increased by 2.
31-40 Super-punch. Spell is maximized and knocks target back 5 feet; Reflex save at DC 15 or fall back another 5 feet. Spell save DC is increased by 3.
41-50 Spell is maximized and target is flat footed for 3d4 rounds. Spell save DC is increased by 3.
51-60 Magic flair. Spell is maximized and blinds target for 1d6 rounds. Spell save DC is increased by 3.
61-80 Spell is maximized, and Caster retains spell. Spell save DC is increased by 4.
80-84 Minor Energy Surge. Spell is maximized and Enlarged. Spell save DC is increased by 4.
85 Caster is in the zone. Add 3 to all to hit rolls and deals 1 additional point of damage per die on attack spells for the rest of current day. Spell does double normal effect. Spell save DC is increased by 4.
86-89 Lesser Energy Surge. Spell is maximized and doubled. Spell save DC is increased by 4.
90 Energy Surge. Spell is maximized and doubled. Caster retains spell. Spell save DC is increased by 4.
91-95 Mega-punch. Spell does double maximum effect and knocks target prone. Spell save DC is increased by 5.
92-95 Energy surge. Spell is maximized and tripled. Spell save DC is increased by 6.
96 Energy surge. Spell is maximized and tripled. Caster retains spell. Spell save DC is increased by 6.
97 Greater energy surge. Spell does quadruple normal effect. Spell save DC is increased by 6.
98 Greater energy surge. Spell does quadruple normal effect. Caster retains spell. Spell save DC is increased by 6.
99 Roll twice, applying all results, using a spell save DC increase of 10. Duration effects do no stack, but instead increase in duration.
00 Magic anomaly. Target is disintegrated. Fortitude save at DC 18 to be reduced to -1 HP.

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Critical Spell Chart

Trellheim - The Borr Barony pkerby evanst